Some specific NX Class starships that are most likely encountered during the early days after the 23 Hours, or even afterwards, or if the PCs "travel back in time" for the franchise.
Challenger
The Challenger was the first NX Class built to the mk2 upgrades, captained by Roy Dunsel. It served with distinction during the Earth-Romulan War, particularly in defense of Andoria in 2156. The crew have a particular grudge against Romulans and have studied their tactics and ships of the era extensively, making them particularly effective against Romulan ships, even ones of newer designs.
NX-03 Challenger NX-Class mk2 (PL6)
Type: Mediumweight
Subtype: cruiser
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 17 (-8 size +7 Class +6 Dex) 19 vs Romulans
Flat-Footed Defense:
Autopilot Defense: 6
Hardness: 15
Hit Dice: 131d20 (2620 hp)
Initiative Modifier: +6
Pilot's Class Bonus: +7
Pilot's Dex Modifier: +6
Gunner's Attack Bonus: +8/+3
Length: 738 ft
Weight: 88,000 tons
Targeting System Bonus: +5
Crew: 83 (Ace +12)
Passenger Capacity: 20
Cargo Capacity: 3,000 tons
Grapple Modifier: +16
Base PDC: 59
Restriction: Mil +3
Attack:
2 Fire-linked Pulse Phased cannon +5 ranged 18d10 (forward arc only) and 2 Fire-linked Pulse Phased cannon +0 ranged 18d10 (forward arc only) and Phased cannon +0 ranged 12d10 (18d10 firelinked); or
2 Fire-linked Phased cannon +5 ranged 18d10 (any arc) and 2 Fire-linked Phased cannon +0 ranged 18d10 (any arc) and 2 Fire-linked Phased cannon +0 ranged 18d10 (any arc); or
Photonic torpedo +5 ranged 10d20 (15d20 firelinked, or 20d20 all 4 front arc only) and 2 fire-linked Pulse Phased cannon +0 ranged 18d10 (forward arc only) and 2 Fire-linked Pulse Phased cannon +0 ranged 18d10 (forward arc only); or
Photonic torpedo +5 ranged 10d20 (15d20 firelinked, or 20d20, any arc) and 2 Fire-linked Phased cannon +0 ranged 18d10 (any arc) and 2 Fire-linked Phased cannon +0 ranged 18d10 (any arc)
Attack of Opportunity:
Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Anti-Romulan
Engines: thrusters, ion engines, warp drive (max warp 5.2, 5 hrs)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot
Sensors: Class III, improved targeting system
Communications: radio transceiver, drivesat comm array
Weapons: 2 fire-linked pulse phase cannons, 12 phase cannons, 6 photonic torpedo launchers (typically 50 torpedoes per launcher)
Grappling Systems: grapplers x2
Anti-Romulan
The crew have trained, and made a few modifications, to better help fight against Romulan opponents and ships. Gains a +1 Reputation bonus against Romulans, +2 to attack, Reflex and Defense, and all Knowledge (Tactics), Knowledge (Technology) checks related to Romulans. Critical strikes have the multiplier increased by 1 (x2 become x3, etc) against Romulan opponents and ships. These apply even to ships not built by Romulans but are crewed by Romulans. The crew is also focused in attacking Romulans over all others, if there are multiple different races as opponents, the crew of the Challenger will focus on the Romulan target until it is destroyed, surrenders, or disengages from the fight. The crew suffers -3 to all Cha based skills, except Intimidation, when interacting with Romulans, and will prefer to attack than negotiate, and will only accept unconditional surrenders and the ship must completely power down all systems before the crew would accept a surrender.
Pulsed Phased Cannon
These weapons are improved versions of the phased cannon in that it has improved rate of fire, range and accuracy, however they have the same damage ratings.
Has the same variable energy output as phased cannons, but enjoy a +1 to attack rolls. Usually mounted on retractable semi turrets to give them field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5500 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 41
Restriction: Mil (+3)
Photonic Torpedo
Photonic torpedoes are early anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight.
At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 1000 ft square, and can increase damage by 1 die up to a maximum of 10d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 17 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 19 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 30
Restriction: Mil (+3)
Polarized Hull Plating Defensive System (PL5-6)
An early defensive system developed for Starfleet in the mid 2100s, before deflector shield technology, a ship would be fitted with hull plating relays that would polarize the hull, strengthening the hull and making it more resistant to damage. It also has the advantage of making the ship more difficult to lock onto with most grappling systems. Activating Polarized Hull Plating takes a standard action, granting +5 to the ships hardness, and as long as the system has power (50% chance of this power not being interrupted) and active before the ship reaches 0 hit points, increases the ship's destruction threshold by 50%, and the ship only loses 1 hit point every 2 rounds. Most ships will have a separate power supply just for this system. Unfortunately a ship can not run this system indefinitely, and can only remain running for a maximum of 30 minutes before requiring at least 10 minutes of being inactive.
PDC: 5 + one half base PDC of starship.
Agile Ships
All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.
Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.
Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.
Discovery NX-04
The Discovery NX-04, was the fourth NX class, of the Mk2 variant, captained by Captain Curtis. The Discovery had some modifications made to the warp drive and nacelles to test some new theories in warp technology that allowed it to increase its maximum warp speed, and for longer. These modifications were not seen on other NX classes or variants, but lead to improvements for other classes.
Make following changes to NX-Class Mk2:
Reduce crew to 80 due to improvements in automation, crew is Trained level;
Increase maximum warp to Warp 5.5 for a maximum of 12 hours, or 5.2 for 18 hours;
Improved Navigation systems grant +1 to Computer Use, Navigation and Pilot checks when plotting courses over interstellar distances and avoiding hazards that may cause ship to drop out of warp;
Add Quick Warp;
Repair to Warp Drive DC +4 and 10% longer to repair.
Quick Warp
The pilot can cause the ship to jump to Warp 1 as a free action, using an attack of opportunity as a reaction to encountering certain stellar hazards (ion storms suddenly appearing or dropping out of warp), or after a surprised attack, with a Reflex DC 22. On their turn after jumping to warp, must make normal Pilot and Navigate checks to plot a course or drop out of warp speed as a move action.
ISS Interceptor
The Interceptor is a Terran Empire built NX Class, with the crew selected for their extreme loyalty to the Empress. The Interceptor is always assigned to escort the Empress, and will move to interceptor any attacks to the Empress's ship.
ISS Interceptor Terran NX-Class (PL6)
Type: Mediumweight
Subtype: cruiser
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 6
Hardness: 19
Hit Dice: 137d20 (2740 hp)
Initiative Modifier: +6
Pilot's Class Bonus: +7
Pilot's Dex Modifier: +6
Gunner's Attack Bonus: +8/+3
Length: 738 ft
Weight: 95,000 tons
Targeting System Bonus: +5
Crew: 83 (Ace +12)
Passenger Capacity: 70 troops
Cargo Capacity: 3,000 tons
Grapple Modifier: +16
Base PDC: 60
Restriction: Mil +3
Attack:
2 fire-linked Pulsed Phased cannon +5 ranged 18d10, and 2 fire-linked pulsed phased cannon +0 ranged 18d10 and 2 fire-linked pulsed phased cannon +0 ranged 18d10; or
Photonic torpedo +5 ranged 10d20 (15d20 firelinked, or 20d20 all 4 either front or rear arc only) and 2 fire-linked Pulsed Phased cannon +0 ranged 18d10 and 2 fire-linked Pulsed Phased cannon +0 ranged 18d10
Attack of Opportunity:
Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Emergency Tactics, Launch all Torpedoes, +12 Pilot checks, For The Empress!
Engines: thrusters, ion engines, warp drive (max warp 5.2)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot
Sensors: Class III, improved targeting system
Communications: radio transceiver, drivesat comm array
Weapons: 8 pulsed phase cannons, 8 photonic torpedo launchers (typically 150 torpedoes per launcher)
Grappling Systems: grapplers x2
Pulsed Phased Cannon
These weapons are improved versions of the phased cannon in that it has improved rate of fire, range and accuracy, however they have the same damage ratings.
Has the same variable energy output as phased cannons, but enjoy a +1 to attack rolls. Usually mounted on retractable semi turrets to give them field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5500 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 41
Restriction: Mil (+3)
Photonic Torpedo
Photonic torpedoes are early anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight.
At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 1000 ft square, and can increase damage by 1 die up to a maximum of 10d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 17 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 19 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 30
Restriction: Mil (+3)
For The Empress!
The crew of the Interceptor is fanatically loyal to the Empress. When in the same battle as the Empress, gain +2 to attack rolls, +1 Defense. If the Interceptor is within 1000 ft of the ship, or station the Empress is on, the pilot can make a Reflex save DC the attacker's attack roll, and move in the way and take the attack themselves, suffering the damage instead of the ship or station the Empress is on. If the save failed by only 5, half damage to the Empress's ship and half to the Interceptor.
Polarized Hull Plating Defensive System (PL5-6)
An early defensive system developed for Starfleet in the mid 2100s, before deflector shield technology, a ship would be fitted with hull plating relays that would polarize the hull, strengthening the hull and making it more resistant to damage. It also has the advantage of making the ship more difficult to lock onto with most grappling systems. Activating Polarized Hull Plating takes a standard action, granting +5 to the ships hardness, and as long as the system has power (50% chance of this power not being interrupted) and active before the ship reaches 0 hit points, increases the ship's destruction threshold by 50%, and the ship only loses 1 hit point every 2 rounds. Most ships will have a separate power supply just for this system. Unfortunately a ship can not run this system indefinitely, and can only remain running for a maximum of 30 minutes before requiring at least 10 minutes of being inactive.
PDC: 5 + one half base PDC of starship.
Emergency Tactics
The crew has trained long and are veterans of many battles and react quickly to threats. If the crew is ever caught by surprise, the crew reacts without thinking, gaining a +2 to Dodge for the rest of the round and the next round, and make an attack against the attacker at -4 to attack roll, and damage is reduced by half.
Launch All Torpedoes
The weapons officer can fire multiple torpedoes at once as a full round action, fire-linking all the torpedo launchers, dealing 5 times the normal damage against a single target but suffers a -3 to attack roll.
Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.
Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.
ISS Dauntless
The ISS Dauntless is a Terran Empire NX-Class, where the crew has modified the craft so that it fires four pulsed phase cannons at a time, with some boosted power redirected from the warp core. This gives more damage per shot, but reduces how many times it can fire, and it's a little slower than other NX's.
ISS Dauntless Terran NX-Class (PL6)
Type: Mediumweight
Subtype: cruiser
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 6
Hardness: 17
Hit Dice: 135d20 (2700 hp)
Initiative Modifier: +6
Pilot's Class Bonus: +7
Pilot's Dex Modifier: +6
Gunner's Attack Bonus: +8/+3
Length: 738 ft
Weight: 95,000 tons
Targeting System Bonus: +5
Crew: 85 (Ace +12)
Passenger Capacity: 65 troops
Cargo Capacity: 3,000 tons
Grapple Modifier: +16
Base PDC: 60
Restriction: Mil +3
Attack:
4 fire-linked Pulsed Phased cannon +5 ranged 25d10, and 4 fire-linked pulsed phased cannon +0 ranged 25d10; or
Photonic torpedo +5 ranged 10d20 (15d20 fire-linked, or 20d20 all 4 either front or rear arc only) and 4 fire-linked Pulsed Phased cannon +0 ranged 25d10 and 4 fire-linked Pulsed Phased cannon +0 ranged 25d10
Attack of Opportunity:
Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Emergency Tactics, Launch all Torpedoes, +12 Pilot checks, All Power to Weapons!
Engines: thrusters, ion engines, warp drive (max warp 4.9)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot
Sensors: Class III, improved targeting system
Communications: radio transceiver, drivesat comm array
Weapons: 8 pulsed phase cannons, 8 photonic torpedo launchers (typically 150 torpedoes per launcher)
Grappling Systems: grapplers x2
All Power to Weapons!
The engineer can reroute power from the FTL, disabling the warp drive, pumping all the power into the pulsed phased cannons with a DC 20 Computer Use check instead of normal DC 15. Instead of the normal half the base damage, gains half of each weapon in the fire-link, now dealing a total of 49d10, however can only maintain this level of power for 5 rounds. Afterwards, the weapons return to normal 25d10, but can only be fired once per round (instead of the twice currently) for 1d4+1 rounds, and the warp drive is still not available during this time.
Pulsed Phased Cannon
These weapons are improved versions of the phased cannon in that it has improved rate of fire, range and accuracy, however they have the same damage ratings.
Has the same variable energy output as phased cannons, but enjoy a +1 to attack rolls. Usually mounted on retractable semi turrets to give them field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5500 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 41
Restriction: Mil (+3)
Photonic Torpedo
Photonic torpedoes are early anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight.
At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 1000 ft square, and can increase damage by 1 die up to a maximum of 10d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 17 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 19 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 30
Restriction: Mil (+3)
Polarized Hull Plating Defensive System (PL5-6)
An early defensive system developed for Starfleet in the mid 2100s, before deflector shield technology, a ship would be fitted with hull plating relays that would polarize the hull, strengthening the hull and making it more resistant to damage. It also has the advantage of making the ship more difficult to lock onto with most grappling systems. Activating Polarized Hull Plating takes a standard action, granting +5 to the ships hardness, and as long as the system has power (50% chance of this power not being interrupted) and active before the ship reaches 0 hit points, increases the ship's destruction threshold by 50%, and the ship only loses 1 hit point every 2 rounds. Most ships will have a separate power supply just for this system. Unfortunately a ship can not run this system indefinitely, and can only remain running for a maximum of 30 minutes before requiring at least 10 minutes of being inactive.
PDC: 5 + one half base PDC of starship.
Emergency Tactics
The crew has trained long and are veterans of many battles and react quickly to threats. If the crew is ever caught by surprise, the crew reacts without thinking, gaining a +2 to Dodge for the rest of the round and the next round, and make an attack against the attacker at -4 to attack roll, and damage is reduced by half.
Launch All Torpedoes
The weapons officer can fire multiple torpedoes at once as a full round action, fire-linking all the torpedo launchers, dealing 5 times the normal damage against a single target but suffers a -3 to attack roll.
Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.
Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.
Challenger
The Challenger was the first NX Class built to the mk2 upgrades, captained by Roy Dunsel. It served with distinction during the Earth-Romulan War, particularly in defense of Andoria in 2156. The crew have a particular grudge against Romulans and have studied their tactics and ships of the era extensively, making them particularly effective against Romulan ships, even ones of newer designs.
NX-03 Challenger NX-Class mk2 (PL6)
Type: Mediumweight
Subtype: cruiser
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 17 (-8 size +7 Class +6 Dex) 19 vs Romulans
Flat-Footed Defense:
Autopilot Defense: 6
Hardness: 15
Hit Dice: 131d20 (2620 hp)
Initiative Modifier: +6
Pilot's Class Bonus: +7
Pilot's Dex Modifier: +6
Gunner's Attack Bonus: +8/+3
Length: 738 ft
Weight: 88,000 tons
Targeting System Bonus: +5
Crew: 83 (Ace +12)
Passenger Capacity: 20
Cargo Capacity: 3,000 tons
Grapple Modifier: +16
Base PDC: 59
Restriction: Mil +3
Attack:
2 Fire-linked Pulse Phased cannon +5 ranged 18d10 (forward arc only) and 2 Fire-linked Pulse Phased cannon +0 ranged 18d10 (forward arc only) and Phased cannon +0 ranged 12d10 (18d10 firelinked); or
2 Fire-linked Phased cannon +5 ranged 18d10 (any arc) and 2 Fire-linked Phased cannon +0 ranged 18d10 (any arc) and 2 Fire-linked Phased cannon +0 ranged 18d10 (any arc); or
Photonic torpedo +5 ranged 10d20 (15d20 firelinked, or 20d20 all 4 front arc only) and 2 fire-linked Pulse Phased cannon +0 ranged 18d10 (forward arc only) and 2 Fire-linked Pulse Phased cannon +0 ranged 18d10 (forward arc only); or
Photonic torpedo +5 ranged 10d20 (15d20 firelinked, or 20d20, any arc) and 2 Fire-linked Phased cannon +0 ranged 18d10 (any arc) and 2 Fire-linked Phased cannon +0 ranged 18d10 (any arc)
Attack of Opportunity:
Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Anti-Romulan
Engines: thrusters, ion engines, warp drive (max warp 5.2, 5 hrs)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot
Sensors: Class III, improved targeting system
Communications: radio transceiver, drivesat comm array
Weapons: 2 fire-linked pulse phase cannons, 12 phase cannons, 6 photonic torpedo launchers (typically 50 torpedoes per launcher)
Grappling Systems: grapplers x2
Anti-Romulan
The crew have trained, and made a few modifications, to better help fight against Romulan opponents and ships. Gains a +1 Reputation bonus against Romulans, +2 to attack, Reflex and Defense, and all Knowledge (Tactics), Knowledge (Technology) checks related to Romulans. Critical strikes have the multiplier increased by 1 (x2 become x3, etc) against Romulan opponents and ships. These apply even to ships not built by Romulans but are crewed by Romulans. The crew is also focused in attacking Romulans over all others, if there are multiple different races as opponents, the crew of the Challenger will focus on the Romulan target until it is destroyed, surrenders, or disengages from the fight. The crew suffers -3 to all Cha based skills, except Intimidation, when interacting with Romulans, and will prefer to attack than negotiate, and will only accept unconditional surrenders and the ship must completely power down all systems before the crew would accept a surrender.
Pulsed Phased Cannon
These weapons are improved versions of the phased cannon in that it has improved rate of fire, range and accuracy, however they have the same damage ratings.
Has the same variable energy output as phased cannons, but enjoy a +1 to attack rolls. Usually mounted on retractable semi turrets to give them field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5500 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 41
Restriction: Mil (+3)
Photonic Torpedo
Photonic torpedoes are early anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight.
At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 1000 ft square, and can increase damage by 1 die up to a maximum of 10d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 17 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 19 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 30
Restriction: Mil (+3)
Polarized Hull Plating Defensive System (PL5-6)
An early defensive system developed for Starfleet in the mid 2100s, before deflector shield technology, a ship would be fitted with hull plating relays that would polarize the hull, strengthening the hull and making it more resistant to damage. It also has the advantage of making the ship more difficult to lock onto with most grappling systems. Activating Polarized Hull Plating takes a standard action, granting +5 to the ships hardness, and as long as the system has power (50% chance of this power not being interrupted) and active before the ship reaches 0 hit points, increases the ship's destruction threshold by 50%, and the ship only loses 1 hit point every 2 rounds. Most ships will have a separate power supply just for this system. Unfortunately a ship can not run this system indefinitely, and can only remain running for a maximum of 30 minutes before requiring at least 10 minutes of being inactive.
PDC: 5 + one half base PDC of starship.
Agile Ships
All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.
Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.
Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.
Discovery NX-04
The Discovery NX-04, was the fourth NX class, of the Mk2 variant, captained by Captain Curtis. The Discovery had some modifications made to the warp drive and nacelles to test some new theories in warp technology that allowed it to increase its maximum warp speed, and for longer. These modifications were not seen on other NX classes or variants, but lead to improvements for other classes.
Make following changes to NX-Class Mk2:
Reduce crew to 80 due to improvements in automation, crew is Trained level;
Increase maximum warp to Warp 5.5 for a maximum of 12 hours, or 5.2 for 18 hours;
Improved Navigation systems grant +1 to Computer Use, Navigation and Pilot checks when plotting courses over interstellar distances and avoiding hazards that may cause ship to drop out of warp;
Add Quick Warp;
Repair to Warp Drive DC +4 and 10% longer to repair.
Quick Warp
The pilot can cause the ship to jump to Warp 1 as a free action, using an attack of opportunity as a reaction to encountering certain stellar hazards (ion storms suddenly appearing or dropping out of warp), or after a surprised attack, with a Reflex DC 22. On their turn after jumping to warp, must make normal Pilot and Navigate checks to plot a course or drop out of warp speed as a move action.
ISS Interceptor
The Interceptor is a Terran Empire built NX Class, with the crew selected for their extreme loyalty to the Empress. The Interceptor is always assigned to escort the Empress, and will move to interceptor any attacks to the Empress's ship.
ISS Interceptor Terran NX-Class (PL6)
Type: Mediumweight
Subtype: cruiser
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 6
Hardness: 19
Hit Dice: 137d20 (2740 hp)
Initiative Modifier: +6
Pilot's Class Bonus: +7
Pilot's Dex Modifier: +6
Gunner's Attack Bonus: +8/+3
Length: 738 ft
Weight: 95,000 tons
Targeting System Bonus: +5
Crew: 83 (Ace +12)
Passenger Capacity: 70 troops
Cargo Capacity: 3,000 tons
Grapple Modifier: +16
Base PDC: 60
Restriction: Mil +3
Attack:
2 fire-linked Pulsed Phased cannon +5 ranged 18d10, and 2 fire-linked pulsed phased cannon +0 ranged 18d10 and 2 fire-linked pulsed phased cannon +0 ranged 18d10; or
Photonic torpedo +5 ranged 10d20 (15d20 firelinked, or 20d20 all 4 either front or rear arc only) and 2 fire-linked Pulsed Phased cannon +0 ranged 18d10 and 2 fire-linked Pulsed Phased cannon +0 ranged 18d10
Attack of Opportunity:
Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Emergency Tactics, Launch all Torpedoes, +12 Pilot checks, For The Empress!
Engines: thrusters, ion engines, warp drive (max warp 5.2)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot
Sensors: Class III, improved targeting system
Communications: radio transceiver, drivesat comm array
Weapons: 8 pulsed phase cannons, 8 photonic torpedo launchers (typically 150 torpedoes per launcher)
Grappling Systems: grapplers x2
Pulsed Phased Cannon
These weapons are improved versions of the phased cannon in that it has improved rate of fire, range and accuracy, however they have the same damage ratings.
Has the same variable energy output as phased cannons, but enjoy a +1 to attack rolls. Usually mounted on retractable semi turrets to give them field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5500 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 41
Restriction: Mil (+3)
Photonic Torpedo
Photonic torpedoes are early anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight.
At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 1000 ft square, and can increase damage by 1 die up to a maximum of 10d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 17 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 19 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 30
Restriction: Mil (+3)
For The Empress!
The crew of the Interceptor is fanatically loyal to the Empress. When in the same battle as the Empress, gain +2 to attack rolls, +1 Defense. If the Interceptor is within 1000 ft of the ship, or station the Empress is on, the pilot can make a Reflex save DC the attacker's attack roll, and move in the way and take the attack themselves, suffering the damage instead of the ship or station the Empress is on. If the save failed by only 5, half damage to the Empress's ship and half to the Interceptor.
Polarized Hull Plating Defensive System (PL5-6)
An early defensive system developed for Starfleet in the mid 2100s, before deflector shield technology, a ship would be fitted with hull plating relays that would polarize the hull, strengthening the hull and making it more resistant to damage. It also has the advantage of making the ship more difficult to lock onto with most grappling systems. Activating Polarized Hull Plating takes a standard action, granting +5 to the ships hardness, and as long as the system has power (50% chance of this power not being interrupted) and active before the ship reaches 0 hit points, increases the ship's destruction threshold by 50%, and the ship only loses 1 hit point every 2 rounds. Most ships will have a separate power supply just for this system. Unfortunately a ship can not run this system indefinitely, and can only remain running for a maximum of 30 minutes before requiring at least 10 minutes of being inactive.
PDC: 5 + one half base PDC of starship.
Emergency Tactics
The crew has trained long and are veterans of many battles and react quickly to threats. If the crew is ever caught by surprise, the crew reacts without thinking, gaining a +2 to Dodge for the rest of the round and the next round, and make an attack against the attacker at -4 to attack roll, and damage is reduced by half.
Launch All Torpedoes
The weapons officer can fire multiple torpedoes at once as a full round action, fire-linking all the torpedo launchers, dealing 5 times the normal damage against a single target but suffers a -3 to attack roll.
Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.
Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.
ISS Dauntless
The ISS Dauntless is a Terran Empire NX-Class, where the crew has modified the craft so that it fires four pulsed phase cannons at a time, with some boosted power redirected from the warp core. This gives more damage per shot, but reduces how many times it can fire, and it's a little slower than other NX's.
ISS Dauntless Terran NX-Class (PL6)
Type: Mediumweight
Subtype: cruiser
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 2 (-8 size)
Flat-Footed Defense:
Autopilot Defense: 6
Hardness: 17
Hit Dice: 135d20 (2700 hp)
Initiative Modifier: +6
Pilot's Class Bonus: +7
Pilot's Dex Modifier: +6
Gunner's Attack Bonus: +8/+3
Length: 738 ft
Weight: 95,000 tons
Targeting System Bonus: +5
Crew: 85 (Ace +12)
Passenger Capacity: 65 troops
Cargo Capacity: 3,000 tons
Grapple Modifier: +16
Base PDC: 60
Restriction: Mil +3
Attack:
4 fire-linked Pulsed Phased cannon +5 ranged 25d10, and 4 fire-linked pulsed phased cannon +0 ranged 25d10; or
Photonic torpedo +5 ranged 10d20 (15d20 fire-linked, or 20d20 all 4 either front or rear arc only) and 4 fire-linked Pulsed Phased cannon +0 ranged 25d10 and 4 fire-linked Pulsed Phased cannon +0 ranged 25d10
Attack of Opportunity:
Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Emergency Tactics, Launch all Torpedoes, +12 Pilot checks, All Power to Weapons!
Engines: thrusters, ion engines, warp drive (max warp 4.9)
Armour: ditanium
Defense Systems: polarized hull plating, autopilot
Sensors: Class III, improved targeting system
Communications: radio transceiver, drivesat comm array
Weapons: 8 pulsed phase cannons, 8 photonic torpedo launchers (typically 150 torpedoes per launcher)
Grappling Systems: grapplers x2
All Power to Weapons!
The engineer can reroute power from the FTL, disabling the warp drive, pumping all the power into the pulsed phased cannons with a DC 20 Computer Use check instead of normal DC 15. Instead of the normal half the base damage, gains half of each weapon in the fire-link, now dealing a total of 49d10, however can only maintain this level of power for 5 rounds. Afterwards, the weapons return to normal 25d10, but can only be fired once per round (instead of the twice currently) for 1d4+1 rounds, and the warp drive is still not available during this time.
Pulsed Phased Cannon
These weapons are improved versions of the phased cannon in that it has improved rate of fire, range and accuracy, however they have the same damage ratings.
Has the same variable energy output as phased cannons, but enjoy a +1 to attack rolls. Usually mounted on retractable semi turrets to give them field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5500 ft
Rate of Fire: Semi
Minimum Ship Size: Gargantuan
Purchase DC: 41
Restriction: Mil (+3)
Photonic Torpedo
Photonic torpedoes are early anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight.
At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 1000 ft square, and can increase damage by 1 die up to a maximum of 10d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 17 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 19 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 30
Restriction: Mil (+3)
Polarized Hull Plating Defensive System (PL5-6)
An early defensive system developed for Starfleet in the mid 2100s, before deflector shield technology, a ship would be fitted with hull plating relays that would polarize the hull, strengthening the hull and making it more resistant to damage. It also has the advantage of making the ship more difficult to lock onto with most grappling systems. Activating Polarized Hull Plating takes a standard action, granting +5 to the ships hardness, and as long as the system has power (50% chance of this power not being interrupted) and active before the ship reaches 0 hit points, increases the ship's destruction threshold by 50%, and the ship only loses 1 hit point every 2 rounds. Most ships will have a separate power supply just for this system. Unfortunately a ship can not run this system indefinitely, and can only remain running for a maximum of 30 minutes before requiring at least 10 minutes of being inactive.
PDC: 5 + one half base PDC of starship.
Emergency Tactics
The crew has trained long and are veterans of many battles and react quickly to threats. If the crew is ever caught by surprise, the crew reacts without thinking, gaining a +2 to Dodge for the rest of the round and the next round, and make an attack against the attacker at -4 to attack roll, and damage is reduced by half.
Launch All Torpedoes
The weapons officer can fire multiple torpedoes at once as a full round action, fire-linking all the torpedo launchers, dealing 5 times the normal damage against a single target but suffers a -3 to attack roll.
Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.
Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.